A game system which is capable of ensuring continuity of a game is provided. A game system for paying for recreation value according to progress of a game, has a magnetic information reading device for reading information in an attachable/detachable recording medium, an SRAM for storing state and history of a suspended game corresponding to each of the recording media, and a medal management device for paying for recreation value according to progress of the game. Specifying information for specifying each of the recording media is recorded in each of the recording media, the state and history of the game are stored in the SRAM corresponding to the specifying information, and the rest of the game is continuously progressed by using the state and history of the game which were stored in the RAM corresponding to the specifying information read by the magnetic information reading device.
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1. A game system for paying for recreating value according to progress of a game, comprising:
a plurality of recording mediums, each of said recording mediums containing unique code information; and an arcade machine, said recording mediums being detachably connectable to said arcade machine, said arcade machine having reading means for reading the code information in each of said recording mediums when said recording mediums are coupled to said arcade machine; storage means for storing a state and a history of suspended games each in association with the code information in a respective one of said recording mediums; stations for accepting input operations by players; game progress means for progressing a game in accordance with the input operations accepted by said stations; and paying means for paying for recreation value according to the progress of the game in said game progress means, wherein said game progress means restarts a suspended game using the state and history of the suspended game stored in said storage means when said reading means read the code information on a respective one of said recording mediums associated with the suspended game. 32. A game system for paying for recreation value according to progress of a game, comprising:
a first arcade game machine; a second arcade game machine; a plurality of recording mediums, each of said recording mediums containing unique code information and being detachably connectable to said first and second arcade game machines; storage means arranged in said first arcade game machine for storing a state and history of suspended games each in association with the code information in a respective one of said recording mediums; and communication means for connecting said second arcade game machine and said storage means, wherein said first and second arcade game machines are each provided with: reading means for reading the code information in each of said recording mediums when said recording mediums are coupled to said arcade machine; stations for accepting input operations by players; game progress means for progressing a game in accordance with the input operations accepted by said stations; and pay means for paying recreation value according to progress of the game in said game progress means, wherein said game progress means of said second arcade game machine acquires the state and history of the suspended game stored in said storage means via said communication means when said reading means of said second arcade game machine read the code information on a respective one of said recording mediums associated with the suspended game, and restarts the suspended game in said second arcade game machine using the acquired state and history of the suspended game. 2. A game system according to
3. A game system according to
5. A game system according to
6. A game system according to
wherein the older states and histories of games stored in said storage means take priority in a deletion process based on the final play information.
7. A game system according to
8. A game system according to
a first storage device provided to each of said stations, for temporarily storing the state and history of the game generated according to the input operations; and a second storage device for updating the old state and history of the game by means of the state and history of the game stored in said first storage device.
9. A game system according to
10. A game system according to
a common field for progressing the game; said stations being arranged to accept input operations by a player relating to the game progressed in said common field.
11. A game system according to
12. A game system according to
the state and history of the game include raised results of an object to be raised by the player in the station; and the object to be raised participates in a race on the game in said common field, and the object displays its ability in the race according to the raised results.
13. A game system according to
14. A game system according to
the state and history of the game include the raising results of an object to be raised by the player on the game; and the object to be raised participates in a race on the game, and the object displays its ability in the race according to the raised results.
16. A game system according to
17. A game system according to
writing means for writing information into said recording mediums, wherein said writing means writes the code information into each of said recording mediums at the time of suspension of the game.
18. A game system according to
a common field for progressing the game; said stations being arranged to accept input operations by a player relating to the game progressed in said common field.
19. A game system according to
wherein the older states and histories of games stored in said storage means take priority in a deletion process based on the final play information.
21. A game system according to
22. A game system according to
24. A game system according to
25. A game system according to
collating means for collating the code information stored in said recording mediums and in said storage means; and code information creating means for creating the code information based on internal information in said game system, wherein said writing means writes the code information created by said code information creating means into said recording mediums; and the code information created by said code information creating means is stored in said storage means.
26. A game system according to
a common field for progressing the game; said stations being arranged to accept input operations by a player relating to the game progressed in said common field.
27. A game system according to
wherein the older states and histories of games stored in said storage means take priority in a deletion process based on the final play information.
28. A game system according to
29. A game system according to
31. A game system according to
33. A game system according to
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1. Field of the Invention
The present invention relates to a game system which pays for recreation value according to progress of a game.
2. Description of the Related Art
In a medal or token game machine which is installed in a game center or the like, the continuity of a suspended game cannot be obtained. For example, in the case where a player plays a game in a specified game machine and comes back to the game machine a few days later the previous game is not related to this game in progress of the game, and this game is not influenced by the result of the previous game.
In a conventional medal game machine, while a game is in progress, a player cannot leave the game machine. For this reason, it was difficult to apply such a medal game machine to a field of a game where a player enjoys a game which continues for hours and enjoys a process of a change in a parameter of an object according to player's operation, such as a horse raising game in horse racing where a player's horse is trained and its ability is changed so as to be raised, i.e., developed. Moreover, in order to improve the appeal of games in medal game machines, it is greatly desired to provide a medal game machine which can ensure continuity of a suspended game.
It is an object of the present invention to provide a game system which can ensure continuity of a game.
A first embodiment of the invention provides a game system for paying for recreating value according to progress of a game and comprises reading means for reading information in an attachable/detachable recording medium; storage means for storing a state and a history of a suspended game corresponding to the information in each of the respective recording medium; game progress means for progressing a game; and paying means for paying for recreation value according to the progress of the game in the game progress means. Information for specifying each of the recording media is recorded in each of the recording media, the state and history of the game are stored in the storage means corresponding to the specifying information, and the game progress means continuously progresses the rest of the game using the state and history of the game stored in the storage means corresponding to the specifying information read by the reading means.
In the present invention, since the states and histories of the game stored in the storage means are used, the continuity of the game can be secured. Moreover, since the states and histories of the game are stored in the storage means of the arcade machine, it is not necessary to record the states and history of the game in a recording medium which is retained by the players and detachable from the arcade machine. For this reason improper use of the recording medium can be effectively prevented.
In a second embodiment of the invention, the game system described above includes writing means for writing information into the recording medium, wherein the writing means writes the specifying information into the recording medium at the time of suspension of the game.
In a third embodiment of the invention, the writing means rewrites the specifying information in the recording medium at the time of suspension of the game.
In this case, since the specifying information is rewritten every time the game is suspended, improper use of the recording medium can be prevented effectively.
In a fourth embodiment of the invention, the game system further includes specifying information collating means for collating the specifying information stored in the recording medium and in the storage means; and specifying information creating means for creating the specifying information based on the state and history of the game. In this embodiment, the writing means writes the specifying information created by the specifying information creating means into the recording medium, and the specifying information created by the specifying information creating means is stored in the storage means.
In this case, since the specifying information is created based on the state and history of the game, the specifying information is different from each other very time of the creation. Therefore, improper use of the recording medium can be efficiently prevented.
In a fifth embodiment of the invention, the game system further includes a common field for progressing the game; and a plurality of stations for accepting input operations by a player relating to the game progressed in the common field.
In a sixth embodiment of the invention, the reading means is provided to each of the stations.
In this case, it is not necessary to carry the recording medium out of the station.
In a seventh embodiment of the invention, the storage means includes a first storage device provided to each of the stations for temporarily storing the state and history of the game generated according to the input operations, and a second storage device for updating the old state and history of the game by means of the state and history of the game stored in the first storage device.
In this case, devices with suitable performance are used as the first storage device and the second storage device so that quickness of treating the state and history of the game and enlargement of the storage capacity for the state and history of the game can be compatible with each other.
In an eighth embodiment of the invention, the game progress means reads the corresponding state and history of the game from the second storage device into the first storage device based on the specifying information read by the reading means, and continuously progresses the game using the state and history of the game read into the first storage device.
In this case, devices with suitable function are used as the first storage device and the second storage device so that the quickness of treating the state and history of the game can be ensured.
In a ninth embodiment of the invention, the state and history of the game include final play information for specifying the last time the game was played, and the older states and histories of the game stored in the storage means take priority when considering which stored game in the storage means should be deleted.
In this case, free capacity in the storage means can be maximized and optimized.
In a tenth embodiment of the invention, the state and history of the game include raising results of an object to be raised by the player on the game.
In this case, continuity of the raising game can be ensured.
In an eleventh embodiment of the invention, the state and history of the game include the raising results of an object to be raised by the player on the game, and the object to be raised participates in a race on the game, and the object displays its ability in the race according to the raised results.
In a twelfth embodiment of the invention, the state and history of the game include raised results of an object to be raised by the player in the station, and the object to be raised participates in a race on the game in the common field, and the object displays its ability in the race according to the raised results.
In a thirteenth embodiment of the invention, the object to be raised is a race horse on the game, and the object is nominated for the race in the common field.
In a fourteenth embodiment of the invention, a game system for paying for recreation value according to progress of a game includes reading means for reading information in a attachable/detachable recording medium; writing means for writing a state and history of a suspended game into the recording medium; game progress means for progressing a game; and paying means for paying for recreating value according to progress of the game in the game progress means, wherein the game progress means continuously progresses the rest of the game using the state and history read by the reading means.
In this invention, since the state and history of the game stored in the recording medium are used, the continuity of the game can be ensured.
In a fifteenth embodiment of the invention, a game system for paying for recreation value according to progress of a game includes a first game machine; a second game machine; storage means for storing a state and history of a suspended game in the first game machine; and communication means for connecting the second game machine and the storage means. The first and second game machines are provided with reading means for reading information in an attachable/detachable recording medium; game progress means for progressing a game; and pay means for paying recreation value according to progress of the game in the game progress means. Information for specifying each of recording media is recorded in the recording medium, the state and history of the game are stored in the storage means corresponding to the specifying information, the game progress means of the second game machine acquires the state and history of the game which were stored in the storage means corresponding to the specifying information read by the reading means of the second game machine via the communication means, and continuously progresses the rest of the game in the second game machine using the acquired state and history of the game.
In this invention, since the states and histories of the game stored in the storage means are used, the continuity of the game can be secured. Moreover, since the states and histories of the game stored in the storage means are obtained via communication means, the rest of the game played in a first game machine can be played in a second game machine.
In a sixteenth embodiment of the invention, the game system further includes right/wrong judging means for judging right (correctness) or wrong (incorrectness) of the specifying information read by the reading means.
In this case, since a judgment is made by right/wrong judging means as to correctness or incorrectness of specifying information in the recording medium, improper use of the recording medium can be effectively prevented.
In a seventeenth embodiment of the invention, a magnetic card is used as the recording medium.
In order to ease understanding of the invention, the reference numerals of the attached drawings are given here with the numbers being put in parentheses, but the present invention is not limited to the forms in the drawings.
There will be described below a game system according to one embodiment of the present invention with reference to
As shown in
The field 2 is provided with a racetrack 22 having a race gate 21, and models of horses (not shown) are made to run in the racetrack 22 so that races proceed like a real horse race. A plurality of speaker systems 26 for outputting a sound and the like of a running commentary on a race are provided on the circumference of the field 2.
Each of the stations 3 is provided with a display 31 for displaying a game screen according to the game progress, and a touch panel 32 which is superposed on the display surface of the display 31. When a player touches a predetermined position of the game screen displayed on the display 31 according to commands of the game screen, the position is detected by the touch panel 32 and an operated content of the player is recognized in the game machine 1. Moreover, each of the stations 3 is provided with a medal insertion portion 33 through which a medal (token) as a recreation value is inserted by the player, a medal pay opening 34 from which medals are paid to the player, and a magnetic card insertion opening 35 through which a magnetic card is inserted.
As shown in
Next, there will be described below a summary of contents of a game using the game machine 1. In the game machine 1, races whose names are the same as those of JRA (Japan Racing Association) are successively held according to predetermined cycles. About sixty races for one year are prepared, and for each of the races, betting time, namely, time for purchasing a betting ticket, time for executing a race using the models of horses, and time for displaying race results are secured. Time for executing the races changes according to distances and the like of the respective races. The races for one year cycle once for about two hours, and when the races for one year are completed, races for the next year are started successively.
The player expects orders of arrival for each race, and can purchase betting tickets freely. The player can purchase betting tickets by betting medals, and when the purchased betting tickets coincide with the race results, a number of medals which are in accordance with a number of bet medals and odds are paid to the player. Here, the purchase of betting tickets means that the player bets medals on an expected order of arrival at the finish line (i.e., the finishing order).
In addition, the player can participate in a game as a horse owner. Namely, the player can select a desirable horse from prepared race horses, and can purchase this horse with a predetermined number of medals. Moreover, the player can select a stable of the purchased horse of his/her own will. The name of the purchased horse is created by combining a name selected from names previously stored in the game machine main body and a name inputted by the player (for example, player name). The player trains the purchased horse and raises the horse. Moreover, the player can nominate the raised horse for a desired race, and can select a jockey at the time of the nomination.
In order to ensure the continuity of the game play in the case where the player participates in the game as the horse owner, a magnetic card for storing an ID code of the player and the like is used in the game machine 1. Results of the past games of the player are stored as player's data in the game machine 1, and the ID code and the like of the magnetic card is collated with the ID code included in the stored player's data so that necessary player's data is read so as to be used for the game. For this reason, the player carries the magnetic card so as to enjoy the rest of a game at any time.
In such a manner, in the game machine 1, the races according to the schedule of the actual races in Japan proceed continuously, and the player can purchase betting tickets for desirable races as a spectator, and can purchase and raise a race horse as a horse owner and participate in the races.
As shown in
As shown in
The power source of the SRAM 105 is always backed up by battery or the like. Moreover, the two SRAMs 105 and the two flash memories 106 are provided, and the same data is stored in the two SRAMs 105 and flash memories 106. As a result, even when one of the data files is destroyed, the data is not lost.
As shown in
As shown in
As shown in
In addition, as shown in
In the present embodiment, the ID code and check code are used as specifying information.
The ID code is a number which is allocated to one player, and it is set so as not to overlap an ID of another player's data.
The personal information is information relating to a player such as a name of the player and a total number of play times. The personal information is used as data for game contents and also as customer managing data. Here, the player's name is used also as a prefix which is given to a name of a player's horse included in the information about the player's horse.
The information about the player's horse is composed of a name code for specifying a name of each horse, sex, horse type information specified as a growth curve, age, a number of entries, speed, stamina, condition, accumulated earnings, forms per past race (for example, first, second or fourth and thereafter), a training type determined according to a selected stable and the like.
The last play date represents a date on which the player played last using the player's data. More specifically, the last play date represents elapsed days from a certain past day, such as Jan. 1, 1999. The last play date and the player's data are compared so that incompatibleness can be checked. As a result, the data of the last play date can be utilized for preventing improper information from being used.
The personal information and the information about a player's horse and the last play date information are used as a game history for ensuring continuity of a suspended game.
The rewriting information is a numerical value which increases every time the player's data are updated by a training process or the like, mentioned later. In the case where the player's data is updated based on the game play in the station 3, an even number value is stored as the rewriting information. However, in the case where the player's data are updated finally in the main control device 101 due to any reasons such as an accident of the station 3 or the like, this numerical value obtains an odd number until next updating.
The player's data is retained in the SRAM 105 or the flash memory 106. Moreover, when the player plays a game in the station 3, the necessary player's data is read into the RAM 207 of the corresponding station 3 so as to be utilized for various processes in the station 3.
The check code is an error detecting code which is created based on the respective data of the ID code, personal information, information about a player's horse, last play date and rewriting information, and it is used for checking existence of interpolation and accident in the magnetic card, and as to whether or not the player's data is transmitted and received properly between the station 3 and the main control device 101.
There will be described below a part of the operation of the game machine 1 with reference to
In the cycle control process, the main control device 101 exercises control over the game machine 1 so as to execute (1) a betting process, namely, a process for purchasing betting tickets, (2) a race process for a making horses to enter and executing a race, (3) a race result display process for displaying order of arrival and odds in the race and the like, and (4) a data updating process for transmitting latest player's data from each of the stations 3, and updating the player's data in the SRAM 105.
According to the above processes, while the game machine 1 is operated, the annual races held in Japan are executed one by one in a predetermined order and with a period of about 2 minutes for 1 cycle. A raising process, mentioned later, is executed with a predetermined period within the above cycle together with the above processes (see FIG. 15).
Next, there will be detailed below the cycle control process. At step S1 in
At step S3, starting of the race process is commanded. Upon receiving this command, an operation for running models of horses and various processes (not shown) for realizing output of necessary sounds and the like are executed based on the control of the main control device 101. At the next step S4, the sequence waits until the race process is completed and proceeds to step S5 once the race is completed.
At step S5, starting of the race result display process is commanded. Upon receiving this command, a predetermined process (not shown) for displaying order of arrival, odds, allotment and the like on the display 3 is executed in the main control device 101. At the next step S6, the sequence waits until the race result display process is completed and proceeds to step S7 once the display process is completed.
At step S7, a data updating command for updating the player's data is transmitted, and the sequence waits until the data updating process is completed at step S8 and proceeds to step S9 once the data updating process is completed. At step S9, the race is updated to a next race and the sequence returns to step S1. At step S8, when a data updating completion flag which is set by the data updating process is ON, a judgment or determination is made that the data updating process is completed, and the data updating completion flag is turned OFF at step S9. The data updating process will be described later.
Next, there will be described below a process of the station control device 201 in the case where a magnetic card is inserted into the magnetic card insertion opening 35 of the station 3 with reference to FIG. 6.
At step S101 in
At the next step S104, the ID code and check code of the inserted magnetic card are transmitted to the main control device 101, and the main control device 101 is requested to retrieve the player's data whose ID code is identical to the ID code of the magnetic card (
At the next step S105, the sequence waits for response from the main control device 101 and goes to step S106 so that a new ID code transmitted from the main control device 101 is retained in the RAM 207. The response from the main control device 101 and the like (
At the next step S107, when as a result of the retrieval in the main control device 101, the determination is made that the player's data whose ID matches the ID of the magnetic card exists, the sequence jumps to step S110. When the determination is made that the player's data whose ID does not match with the ID of the magnetic card does not exist, at step S108 the states that the contents of the magnetic card are improper or the past information is deleted due to the expiration are displayed on the display 31, for example, so that these states are posted to the player. At the next step S109, new personal information is prepared and the sequence goes to step S110.
At step S110, a process necessary for the game play by the player is executed. The raising process (FIG. 7), mentioned later, is included in this process. The process at step S110 is continued until a judgment or determination is made that the play is completed at step S111.
When the determination is made that the play is completed at step S111, a check code is created based on the latest player's data, and the new (current) ID code and check code are written into the magnetic card (step S113), and the magnetic card is ejected (step S114).
At step S115, a state and history (player's data) of the final game stored in the RAM 207 are transmitted to the main control device 101, and when proper transmission is checked (step S116), the player's data in the RAM 207 is deleted at step S117 and the process in
There will be described below the raising process at step S200 with reference to
At step S201 in
There will be described below the process at step S203 with reference to
At step S203, a process that the player can purchase horses is executed. In this process, the player's horse selecting screen shown in
In
When the player operates the purchase button 302a, a horse corresponding to the purchase button 302a is selected and purchased as a player's horse. A number of bets (a number of medals) paid by the player at the time of the purchase of a horse is set to a value according to the ability of the horse, and in the case of a strong horse, the number of bets becomes larger.
As shown in the area 302, a growth type, a suitable distance and the like such as precocity and late developer are set for the respective horses, and the player can select the raising method which is suitable for a character of the horse, or can select a race for which the horse is nominated. As shown in the process at step S202, the player cannot own nine and more horses.
The horses displayed in the area 302 can be changed for each of the stations 3, and the horses to be displayed may be changed according to current credit. For example, in the station 3 where the credit is low, horses whose purchase prices are low may be mostly displayed, and in the station 3 where the credit is high, horses whose purchase prices are high may be mostly displayed. Moreover, only horses which can be purchased by current credit may be displayed in the area 302 of the respective stations 3. In such a manner, when the display of horses is changed according to credit, a number of horses to be displayed is decreased so that the display on the screen can be simple. Moreover, since only horses which can be purchased by the player are displayed, the operation by the player becomes simple. A number of current credits is displayed in an area 306 at the lower-right comer of the player's horse selection screen.
The purchase of the player's horses is stored by updating the player's data in the RAM 207.
As shown in
After the purchase of the horses, a stable selection screen shown in
Information about a horse purchased this time is displayed in an area 305 provided on a upper right side of the stable selection screen, and the player can select a stable while referring to that information.
As shown in the areas 304A, 304B and 304C, when the stamina stable is selected, the horse is raised as long distance type, when the speed stable is selected, the horse is raised as short distance type, and when the normal stable is selected, the horse is raised as average type which does not lean towards the long distance type or short distance type.
The selected stable is stored by rewriting the player's data in the RAM 207.
After the selection of the stable, the horse name selection screen shown in
The horse name included in the names of player's horses is outputted as a sound via the sound device 104 at the time of live call when the horse is nominated for the race so that presence of the race is improved. In such a manner, the name of the player's horse is created by combining the horse name which is selected from prepared 256 types of horse names and the prefix, and the horse name is outputted as a sound so that a special horse name which does not overlap another player's horse names can be secured and the horse name can be outputted as natural sound at the time of live call.
The name of the player's horse is stored as the player's data in the RAM 207.
After the above process is completed, the sequence returns from step S203 to step S201 (FIG. 7).
Meanwhile, when the determination at step S201 is NO, the sequence goes to step S204 so that a determination is made as to whether or not the player selects nomination for the race. When the determination is YES, the sequence goes to step S205 so that a determination is then made as to whether or not the player owns a player's horse. When the determination is YES, the sequence goes to step S206, and when the determination is NO, the sequence returns to step S201.
There will be described below the process at step S206 in
At step S206, a process for selecting a race for which the horse is nominated is executed. In this process, at first the race selection screen shown in
The right side of the race selection screen is provided with an area 322 where race names are displayed, and an area 323 where each of the nominatable horses in each race displayed in the area 322 is displayed. As shown in
As for the horse displayed in the area 321c, namely, the selected horse, the above four types of words as well as buttons 323a where a number of bets to be paid by the player are displayed as the nomination recording condition in the races for which the horse is nominatable are provided. When the player operates the button 323a, the nomination of the selected horse is recorded for the race corresponding to the operated button 323a. For example in
An upper part of the area 321c is provided with an area 324 where information about the horse selected currently is displayed, and when a retire button 324a in the area 324 is operated, the horse displayed in the area 321c can be retired.
Next, the jockey selection screen shown in
Salary of the jockeys according to their ability or the like, namely, jockey share in the case where the horse nominated for the race acquires prize money, is set. For example, in the case of a front-rank jockey, the percentage of victories is high, namely, the jockey's share is 60% and player's share is 40%. In the case of a third-rate jockey, the percentage of victories is low, namely, the player's share is 100%. In this case, as for the race where prize money is two-hundred medals, for example, when a first-rate jockey on the horse wins the race, the player can acquire eighty medals, and when a third-rate jockey on the horse wins the race, the player can acquire two-hundred medals.
Therefore, the player can select a jockey taking not only the odds of the medal game but also the odds of the race into consideration. Accordingly, in the present embodiment, diversified ways to enjoy the game can be provided to the player.
As shown in
The jockey who rides on the horse is stored by rewriting the player's data in the RAM 207.
After the above process is completed, the sequence returns to step S201.
Meanwhile, when the determination at step S204 is NO, the sequence goes to step S207 so that a determination is then made as to whether or not the player selects training of the player's horse. When the determination is YES, the sequence goes to step S208. At step S208, a determination is made as to whether or not the player has already owned horses referring to the player's data in the RAM 207, and when the determination is YES, the sequence goes to the training process at step S209. When the determination is NO, the sequence returns to step S201.
There will be described below the training method at step S209 with reference to FIG. 13.
In the training process, the player bets his/her medals so that the horse is trained, and as a number of medals bet is large, the ability of the horse after the training is improved more. For example, the player can bet one through three medals and the trained result according to the number of medals can be obtained. Since the player bets medals and trains the horse so that the ability of horse is improved and the percentage of victories in the race can be heightened, the player can raise the horse in a form that the medals are saved for the horse.
In such a manner, in the present embodiment, since the horse can be trained, the player can enjoy the reality that the player's horse is raised to be a strong race horse.
The ability of the horse is represented by a plurality of parameters (stamina, speed, condition). In the training process, the player cannot select which parameter nor how much a numerical value of the parameter is increased. Moreover, the player cannot select the training menu (contents of the training) either. Which parameter and how much the value of the parameter is increased is determined in the station control device 201 according to the selected stable and the number of bets. As a result, the horse can be trained without requiring a complicated input operation.
As shown in
The upper right side of the training process screen is provided with an area 333 where the description of the training methods is displayed, and an area 334 where buttons for selecting the training methods are arranged. Buttons 334a, 334b, 334c, 334d and 334e, which shows the training methods such as "Rest", "According to horses", "Rigorous", "Extremely rigorous" and "Same as the last time", are arranged in the area 334, and the player operates the buttons 334a-334e so that the training method according to the operated button is selected.
When "Rest" is selected, the horse is not trained this time. When "According to horses" is selected, the horse is trained in such a manner that the horse does not get very tired but the ability is not improved very much. When "Extremely rigorous" is selected, the horse is trained in such a manner that the horse gets very tired but the ability is improved by leaps and bounds. When "Rigorous" is selected, the horse is trained to a type between the "According to horses" and "Extremely rigorous". Moreover, when "Same as the last time" is selected, the horse is trained in the manner same as the manner used for the horse last time. As a result, the effort of input operations can be avoided.
When the training process is completed, the sequence returns to step S201.
The training process at step S209 is executed only from the starting of the betting process to the starting of the next betting process as shown in FIG. 15. At the time when the next betting process is started, the training process is forcibly ended, and the sequence returns from the step S209 to step S201. Moreover, only one-time training is possible per this period, and the training cannot be repeated two or more times. Therefore, the player's horse cannot be raised rapidly thereby neglecting the passage of time assumed by the cycle of the races, and reality is given to the raising speed or development speed of the horse.
The trained results obtained by the selected training method and this training are stored by rewriting the player's data in the RAM 207.
Meanwhile, when the determination at step S207 is NO, the sequence goes to step S210. At step S210, a determination is made as to whether or not the completion of the raising process is selected by the player's operation, and when the determination is NO, the sequence goes to step S211.
At step S211, a determination is made as to whether or not the data display process is selected by the player's operation, and when the determination is YES, the sequence goes to the data display process at step S212. When the determination is NO, the sequence returns to step S201.
There will be described below the data display process at step S212 with reference to FIG. 14.
When the process at step S212 is completed, the sequence returns to step S201.
Meanwhile, when the determination at step S210 is YES, the sequence returns to step S111 (FIG. 6).
The above data display is carried out by referring to the player's data stored in the RAM 207.
There will be described below a player's data retaining method, the process in FIG. 16 and the data updating process (FIG. 7).
In this game machine 1, as destinations where the player's data (
Since the destinations where the player's data are stored are divided as mentioned above, in the present embodiment, the SRAM 105 takes priority of being used as the destination where the player's data is retained, and when the capacity of the SRAM 105 becomes insufficient, the player's data where last updating date is older is transferred successively to the flash memory 106 so that free space is formed in the storage area of the SRAM 105. Moreover, the player's data retained in the flash memory 106 is deleted manually or deleted automatically after a predetermined period of time passes from the last updated date. As a result, free space is secured in the flash memory 106. It is desirable that the player is warned of the term of a guarantee that the player's data is not deleted and is retained as the term of validity of the game play. Balance of a period up to the deletion and capacities of the SRAM 105 and the flash memory 106 is set in a suitable range so that the player's data can be managed appropriately.
When the player comes back to the game machine 1 and the player's data which has been already transferred to the flash memory 106 is reused and updated, as described later in the process in
There will be described below the collating process with reference to FIG. 16. The collating process is started in response to the request of the station control device 201 at step S104 (FIG. 6), and this process is executed in the main control device 101.
At step S301 in
When the determination at step S302 is NO, the sequence goes to step S304 so that the player's data retained in the flash memory 106 is retrieved. At the next step S305, a determination is made as to whether or not the player's data, which include the ID code identical to the ID code which was requested to be retrieved at step S104, is found. When the determination is YES, the sequence goes to step S310 so that a determination is then made as to whether or not the check code transmitted at step S304 matches the check code of the player's data found in the flash memory 106. When the determination is YES, the sequence goes to step S311, and when the determination is NO, the sequence returns to step S304. At step S311, a determination is made as to whether or not a free area exists in the SRAM 105. When the determination at step S311 is NO, the player's data which has not been updated for the longest time in the SRAM 105 is transferred to the flash memory 106 (step S312), and the sequence goes to step S313. When the determination at step S311 is YES, the sequence skips to step S313. At step S313, the state and history of the games (player's data) found in the flash memory 106 are copied to the SRAM 105, and the sequence goes to step S314.
Meanwhile, when the determination at step S305 is NO, at step S306 a determination is made that the player is a new player or the player's data in the flash memory 106 has been already deleted. At the next step S307, a determination is made as to whether or not free area exists in the SRAM 105. When the determination at step S307 is NO, the player's data which has not been updated for the longest time in the SRAM 105 is transferred to the flash memory 106 (step S308), and the sequence goes to step S309. When the determination at step S307 is YES, the sequence skips to step S309. At step S309, the state and history of the games (player's data) found in the flash memory 106 are copied to the SRAM 105, and the sequence goes to step S314.
At step S314, a new ID code is created, and at the next step S315, the new ID code, the retrieved results, and the found game history or newly created history are transmitted to the station control device 101, and the process in
There will be described below the data updating process with reference to FIG. 17. The data updating process is started in response to the data updating command (
At step S401 of
At the next step S402, the sequence waits for the reception of the player's data from all the stations 3 so as to go to the step S403. At step S403, the player's data retained in the SRAM 105 is rewritten into the player's data transmitted from the station control devices 201 of the stations 3, and the sequence goes to step S404.
At the next step S404, a determination is made as to whether or not the updating of the player's data is completed in all the stations 3 to which the player's data is transmitted to the main control device 101. When this determination is NO, the sequence goes to step S405, and an object of the player's data in the SRAM 105 to be rewritten is changed into next station 3, and the sequence returns to step S401. When this determination is YES, a data updating end flag is turned ON at step S406, and the process is ended. The data updating end flag is, as mentioned above, a flag to be determined at step S8 in the cycle process of
As mentioned above, in the present embodiment, since the states and histories of the games up to the last time are retained as the player's data, when the player comes back to the game, the rest of the game which was suspended last time can be restarted. However, while the game machine 1 is operated, annual races are held successively in the game machine 1, and one year from a game viewpoint passes within two to three hours. Therefore, for example, in the case where the player ends the play at the race of "Yayoi Prize (March)" and the player comes back a few days after and restarts the play at the time of the "Derby (June)" race, a dozen years on the game has passed. At this time, if it is regarded that the time on the game has passed according to the operating time of the game machine 1 and the play is restarted, the player's horse has not been trained at all for a dozen years and the horse got old. For this reason, the player loses interest in the games.
For this reason, in the present embodiment, the passage of time on the games is managed independently per player, and in the above case, the play is restarted at the time of the "Yayoi prize" race where the player suspended the play and the "Derby" race in the same year, and it is regarded that the horse has rested for three months on the game. As a result, even when the game is suspended, when the player restarts the play, the player's horse can display the ability sufficiently, and the player can enjoy the schedule of the JRA sufficiently. Since it is not preferable that the passage of time on the game is reversed, for example, in the case where the play is suspended at the "Derby (June)" race and the play is restarted at the "Yayoi (March)" race, it is regarded that the restarted race is the "Yayoi (March)" race in the next year. Namely, the player's horse has rested for nine months.
The betting screen display method may be changed according to the results of the player's horses. For example, in the case where the player's horse wins the G1 race, the display image of the horse displayed in the area 352 can be different from those of the other horses, or the display layout of the horse can be different from those of the other horses.
In the present embodiment, since the states and histories of the play are not stored in the magnetic card but in the game machines 1, in the case where the respective game machines 1 are installed independently, the player cannot play the rest of the game unless the player uses the same game machine 1. Therefore, a plurality of game machines are connected via some communication means so that the player's data can be transmitted. When the player's data is transmitted, the player can play the rest of the game using another game machine.
In addition, the states and histories of the games may be stored in a portable recording medium such as a magnetic card or an IC built-in card. In this case, since the game can be continued by using the information stored in the portable recording medium, a game machine which is used for continuing the rest of the game is not limited. Therefore, the player can enjoy the rest of the games in another place where the game machine is installed.
In the present embodiment, every time the game is suspended, the ID code is changed (step S314), but it is not always necessary to change the ID code every time. Moreover, since improper use of the magnetic card can be prevented by the process for changing the check code, the ID code is not changed and a constant ID code may be set in one magnetic card. Moreover, only ID code may be used as the specifying information.
The present embodiment referred to the race horse raising game as an example of the raising, but for example, the present invention can be applied also to games where player can enjoy a process for tuning up a car in an auto race or a process for improving the ability of a cycle racer. In the specification, "Raising" includes a general idea that the ability of all objects in games is improved and the ability is controlled.
According to one aspect of the invention, since the states and histories of the game stored in storage means are used, the continuity of the game can be secured. Moreover, since the states and histories of the game are stored in the storage means, it is not necessary to record the states and history of the game in a recording medium. For this reason, improper use of the recording medium can be effectively prevented.
According to another aspect of the invention, since the states and histories of the game stored in a recording medium are used, the continuity of the game can be secured.
According to yet another of the invention, since the states and histories of the game stored in the storage means are used, the continuity of the game can be secured. Moreover, since the states and histories of the game stored in the storage means are obtained via communication means, the rest of the game played in a first game machine can be played in a second game machine.
According to still another aspect of the invention, since a determination is made by judging means as to the correctness or incorrectness of specifying information in the recording medium, improper use of the recording medium can be prevented.
Kusuda, Kazuhiro, Ando, Takuya
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Mar 10 2000 | KUSUDA, KAZUHIRO | KONAMI CO , LTD | ASSIGNMENT OF ASSIGNORS INTEREST SEE DOCUMENT FOR DETAILS | 010680 | /0980 | |
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Feb 27 2008 | KONAMI CORPORATION ALSO KNOWN AS KONAMI CO , LTD | KONAMI DIGITAL ENTERTAINMENT CO , LTD | ASSIGNMENT OF ASSIGNORS INTEREST SEE DOCUMENT FOR DETAILS | 020599 | /0985 |
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